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Living Megapolis: Maximums & guidelines
Posted: Fri Jun 17, 2011 7:09 am
by Saker
Please find the next section that may initiate a conversation or debate. The sections are posted here for discussion and consensus of the best approach for the campaign.
Maximums & guidelines
While BUE identifies maximum limitations, this section intends to clarify them for the campaign.
Stats: Brawn, Agility & Mind
The maximum each stat can be rated is five (5). This limitation also includes any use of the boost power to increase stats. Therefore, the total of a stat and boost has a maximum of five (5), too.
Powers
All powers have a maximum of five (5) before any enhancements. However, some powers have lower maximums listed in BUE. For example, the powers of armor, deflect and boost have maximums of three (3) before enhancements. The only BUE exceptions are the following:
• Immobilization has a maximum of 30 Brawn
Limitations & enhancements
Power limitations reduce a power’s effectiveness. As in BUE, the cost of a power is reduced one point when it has a limitation. However, putting additional limitations on that power does not reduce its cost.
Power enhancements increase a power’s effectiveness. As in BUE, the cost of a power is increased by one point for each enhancement. Powers can have unlimited enhancements.
Advantages & disadvantages
As in BUE, an advantage is a special edge a hero has that is not governed by powers or skills. For every advantage, a hero must have a disadvantage to balance.
The following advantages have modifications:
• Leadership can only be used by one character during an issue. Other characters in the issue with Leadership replace it with two (2) hero points
Due to the controlled nature of the story within Living Megapolis, the following disadvantages are prohibited:
• Arch-Enemy
• Hidden Powers
• On the Run
• Rogue’s Gallery
Weaknesses
The Living Megapolis campaign uses the character option of weakness. However, characters can only take a maximum of one weakness worth two (2) points.
Posted: Fri Jun 17, 2011 7:42 pm
by Dustland
Will there be a game cap? For example, you could have Brawn x5 and Armor x3, giving you a Soak x8. I was curious because Armor is really just a specific description for Boost.
Also, the power level cap is only applicable to Teleport and Copycat (I believe). I can understand the Teleportation cap (but I'm sure someone will want to know why), but why the cap on Copycat? It works on a 2:1 basis so in reality is capped at 4.
Posted: Fri Jun 17, 2011 8:45 pm
by Saker
Will there be a game cap?
Great question! That's why I want to discuss it. Right now, I decided on not to have one. I eventually determined that if characters spent their powers on Brawn 5, Armor 3 and Growth 5 for a Soak of x8+25, then they wouldn't have many points left for Mental Defence or Skills. And I thought that those types of characters feel very comic-booky to me. Meaning, I feel that there are many really one-sided characters in comics, which this game is attempting to emulate.
What do you think? Is that too naive? Should I put a hard cap of Attack + Damage of x9 or x10 not counting range or area? A hard cap of Soak of x5+25?
Thanks for starting the discussion.
cheers
Posted: Fri Jun 17, 2011 9:13 pm
by Dustland
I wouldn't apply an absolute cap to a Living Campaign simply to keep things in line with the rules as written (throwing in too many "optional" rules just complicates things for a project of this nature).
And now a minor rant:
I have strong personal reservations about the idea of things being balanced out by the available variety of attacks (how many times can you really throw out Mind attacks before the player gets frustrated that you're gunning for them). ::shrug::
It's also why I don't like the 2:1 Mind Shield cost; it's too easy for even the dumbest character to throw a point or two into MS and be darn near invincible to mind attacks. Take a look at our Heroes of UC game; I think everyone spent 1-2 pts on it just to hedge their bets
It just means that the adventures had better have the ability to challenge all extreme builds. Just something to keep in mind!
Short of pregens or archetypes that allow for minor modifications, I don't see a solution.
End rant.
To recap, I agree with the way you're handling it
Posted: Fri Jun 17, 2011 9:42 pm
by Saker
End rant.
Hmm... squirming in my chair a little with a smile.
Exactly. I think the trick will be offering a balance of scenes within the story. Such that physical or mental invulnerability does not ensure victory. Superman storylines must be good at this.
It's actually very similar to other Living Campaigns where some/many players power game their characters to walk through the combats. Living Arcanis approached this by out-munchkining the power gamers. They had complex storylines with fewer combats than Living Greyhawk adventurers, but their combats were very challenging. The GMs had ways to dial it down if the characters weren't power-crunched enough to handle it. At the end, Arcanis attracted both role-players for the story and roll-players for the combat challenges. I want to try the same approach.
It will be a challenge for me, since I've a less feel for BASH power-gaming challenges. However, I'm hoping for volunteers to help me crack this quandry. Hint. Hint.
cheers
Posted: Fri Jun 17, 2011 10:21 pm
by BASHMAN
Don't forget the guy with x8+25 soak may be safe, but he'll feel pretty awful when he cannot defuse that bomb that kills everyone else in the city. There's more way to challenge characters than beating them down to 0 Hits.
Posted: Sat Jun 18, 2011 7:12 am
by Saker
BASHMAN wrote:Don't forget the guy with x8+25 soak may be safe, but he'll feel pretty awful when he cannot defuse that bomb that kills everyone else in the city. There's more way to challenge characters than beating them down to 0 Hits.
Exactly. Those are the plotlines that need to dominate the storyline and a couple challenging combats for the power-gamers attention.
Posted: Sat Jun 18, 2011 7:51 am
by Dustland
There's more way to challenge characters than beating them down to 0 Hits.
But there's not more fun ways! :joking:
Also, the power level cap is only applicable to Teleport and Copycat (I believe). I can understand the Teleportation cap (but I'm sure someone will want to know why), but why the cap on Copycat? It works on a 2:1 basis so in reality is capped at 4.
You didn't address this, specifically how it'll impact the Copycat power.
Posted: Sat Jun 18, 2011 8:18 am
by Saker
You didn't address this, specifically how it'll impact the Copycat power.
I haven't thought about it. What do you suggest?
Posted: Sat Jun 18, 2011 8:25 am
by Dustland
Other than Boost's orginal character in the Chimera game, I haven't had any experience with the Copycat power. Honestly, I don't think it's necessary to cap it.
As to Teleport....from a narrator's perspective, being able to dart off to another dimension/planet when things get tough is extremely "challenging" (read annoying). Rather than cap Teleport, maybe only allow the "instant teleport distances" column? That keeps the action within the city, but still allows a player to build a useful 'porter.
Just a thought.
Posted: Sat Jun 18, 2011 8:36 am
by BeardedDork
In my experience there is no reason not to allow a character to teleport to china when things get rough. Three things, one it's usually running away, which is worth a setback as a "cowardly, selfish, or petty action", two while the character is in china there is usually no way for them to add meaningfully to the encounter, and three they have to wait until the end of the page to go, and again to get back, functionally taking them out of the fight for two whole pages.
I also question capping copy-cat, it's already limited by what somebody else can do.
Posted: Sat Jun 18, 2011 8:44 am
by Dustland
Good point BD, if the only way to resolve a conflict is to stay in the city, I guess teleporting outside of it isn't that big of a deal.
Posted: Sat Jun 18, 2011 6:27 pm
by BillionSix
BASHMAN wrote:Don't forget the guy with x8+25 soak may be safe, but he'll feel pretty awful when he cannot defuse that bomb that kills everyone else in the city. There's more way to challenge characters than beating them down to 0 Hits.
I've often said this.
A lot of people think of RPGs in the old school survival-based way. You win the adventure by surviving the dungeon.
Superhero games are mission-based. You win by saving the mayor, or defeating the aliens. You probably will survive. But you can still fail in your mission objective.
Brian
Posted: Sat Jun 18, 2011 6:45 pm
by Dustland
A lot of people think of RPGs in the old school survival-based way. You win the adventure by surviving the dungeon.
Superhero games are mission-based. You win by saving the mayor, or defeating the aliens. You probably will survive. But you can still fail in your mission objective.
Well said sir! This perfectly explains my thought process and the flawed logic therein.
Posted: Mon Jun 20, 2011 7:02 am
by Saker
OK So the consensus that I feel is that the maximums or lack thereof stand. Issues will focus provide challenge for invulnerable characters besides combat.
Thanks to all the discussion. I'm not closing the thread, so others can make comments. However, I will open up the next section for discussion to maintain momentum.
cheers